Combat Expanded
This module adds custom modifiers to armor, weapons, and mobs as well as a ramping difficulty curve the longer you survive.
Module Type | Stand Alone |
---|---|
Created by | Thanathor |
Compatible MC Versions | 1.19 |
Features
Combat Expanded expands on the game's difficulty. Mobs will be given additional stats and gear scaling over time. This gear can be dropped for the player as Unidentified weapons or armor.
Mobs
As a player stays alive in the world for longer the mobs that spawn around them will grow in strength. Mobs will spawn with higher health, damage, movement speed and with better armor and weapons.
Mobs will receive additional bonusses depending on what biome they spawn in.
Biome | Modifier | Added Difficulty | |
---|---|---|---|
Snowy Plains | Snowy | Low | |
Ice Spikes | Snowy | Low | |
Snowy Taiga | Growth | Snowy | Medium |
Snowy Beach | Snowy | Low | |
Grove | Growth | Snowy | Medium |
Snowy Slopes | Mountainous | Snowy | Medium |
Jagged Peaks | Mountainous | Snowy | Medium |
Frozen Peaks | Mountainous | Snowy | Medium |
Windswept Hills | Mountainous | Low | |
Windswept Gravelly Hills | Mountainous | Low | |
Windswept Forest | Mountainous | Low | |
Taiga | Growth | Low | |
Old Growth Pine Taiga | Growth | Low | |
Old Growth Spruce Taiga | Growth | Low | |
Stony Shore | Mountainous | Low | |
Plains | None | ||
Sunflower Plains | Flowering | Medium | |
Forest | None | ||
Flower Forest | Flowering | Medium | |
Birch Forest | None | ||
Old Growth Birch Forest | None | ||
Dark Forest | Growth | Low | |
Swamp | Toxic | High | |
Mangrove Swamp | Toxic | Growth | Very High |
Jungle | Toxic | High | |
Sparse Jungle | None | ||
Bamboo Jungle |
Toxic | High | |
Beach | None | ||
Mushroom Fields | |||
Meadow | Mountainous | Low | |
Stony Peaks | Mountainous | Low | |
Desert | Burned | Medium | |
Savanna | Burned | Medium | |
Savanna Plateau | Burned | Medium | |
Windswept Savanna | Burned | Mountainous | High |
Badlands | Burned | Medium | |
Wooded Badlands | Burned | Medium | |
Eroded Badlands | Burned | Mountainous | High |
River | None | ||
Frozen River | Snowy | Low | |
Warm Ocean | Reef | Medium | |
Lukewarm Ocean | None | ||
Deep Lukewarm Ocean | Deep | Low | |
Ocean | None | ||
Deep Ocean | Deep | Low | |
Cold Ocean | None | ||
Deep Cold Ocean | Deep | Low | |
Frozen Ocean | Snowy | Low | |
Deep Frozen Ocean | Deep | Snowy | Low |
Dripstone Caves | None | ||
Lush Caves | Flowering | Medium | |
Deep Dark | |||
The Void |
Modifier | Effects |
---|---|
Dark[1] | Mobs are slightly stronger.
Creepers have a higher blast radius. |
Burned | Mobs are weaker but faster.
Husks spawn in large swarms. High chance of Fire Aspect and Flame enchantments. |
Deep | Drowned are more powerful. |
Flowering |
Zombies have lower health but respawn when killed. Slimes are larger and spawn more often. |
Growth | Mobs are weaker but spawn in small groups.
Skeletons use melee weapons. High chance of Projectile Protection enchantment. |
Mountainous | Mobs are stronger but spawn less.
High chance of Knockback and Punch enchantments. |
Reef | Drowned are much more powerful and spawn with tridents more often. |
Snowy |
Mobs are slower but healthier. Most attacks will apply Slowness. |
Toxic | Mobs are weaker but apply Weakness and Poison.
Spiders spawn in larger groups. |
Spawners
Mobs spawned from spawners do not benefit from any modifiers. Mobs are considered spawner spawns if they spawn in the air.
Blaze, Drowned, Slimes, Magma Cubes, Phantoms, Shulkers, Ghasts, Guardians, and Elder Guardians will gain modifiers even if spawned from a spawner.
Items
Obtaining and Identification
Custom weapons and armor are dropped with the same rate as naturally spawned equipment at 8.5%, scaling with looting. Any items dropped like this will be prefixed with "Unidentified" and will work identical to their vanilla counterpart.
Unidentified items can be identified to unlock their special effects. Weapons are always identified on their first use damaging any mob or player while armor needs its activation requirement to be fulfilled (armor with the "equipped" requirement is identified immediately).
On identification a sound will play, and the item will restore half of its lost durability, the Unidentified prefix is replaced with the name of the modifier (unless the item was renamed).
Weapons
Possible Weapon Modifiers | |||
---|---|---|---|
Weapon |
Passive Effects | On-Hit Effects | Rarity |
Deliberate | +0.5-2.0 Attack Damage
-0.2-0.5 Attack Speed |
common | |
Swift | -0.5-2.0 Attack Damage
+0.2-0.5 Attack Speed |
common | |
Light | -0.5-2.0 Attack Damage
+5-20% Movement Speed |
common | |
Heavy | +0.5-2.0 Attack Damage
-5-20% Movement Speed Knockback I/II Enchant |
common | |
Flaming | -0.5-2.0 Attack Damage
Fire Aspect III/IV/V Enchant |
common | |
Venomous | -0.5-2.0 Attack Damage |
Either: Poison I/II (0:08) Poison I (0:30) |
common |
Crippling | -0.2-0.5 Attack Speed | Slowness I/II/III and
Weakness I (0:04) |
common |
Spectral | -0.5-2.0 Attack Damage | Glowing (0:30)
If the target did not have Glowing: Wither II/III/IV (0:10) |
common |
Ascended | -0.5-2.0 Attack Damage | Levitation VI/VIII/X (0:01) | rare |
Resonating |
1 Attack Damage |
Two seconds after the hit:
Target is dealt 4/6/8 damage ignoring armor and resistances |
rare |
Chaotic | -0.2-0.5 Attack Speed
Is randomly enchanted |
If weapon is enchanted:
Change enchantments to new random ones (level 15-40) |
rare |
Yearning | +0.5-2.0 Attack Damage | Apply to wielder:
Saturation (0:01) Hunger X (0:15) |
rare |
Divine |
0.5 Attack Damage
-0.2-0.5 Attack Speed |
Instant Heath I/II/III | epic |
Demonic | x1.5 Attack Damage | Apply to wielder:
Wither (0:01) |
epic |
Armor
Possible Armor Modifiers | ||||
---|---|---|---|---|
Armour | Passive Effects | Activation | Active Effects |
Rarity |
Scouting | -0.5-2.0 Attack Damage | No damage taken for 4 seconds | +10-25% Movement Speed | common |
Focused | -10-25% Attack Speed | No damage taken for 4 seconds | +1-4 Attack Damage | common |
Shielded | No damage taken for 4 seconds |
Absorption I/II/III taking any damage fully removes the effect |
common | |
Sly | -1-3 Armor |
No damage taken for 4 seconds |
Invisibility
Jump Boost I/II |
rare |
Overwhelming | +2-8 Attack Damage
+20-50% Attack Speed +10-40% Movement Speed |
No damage taken for 4 seconds | Wither II (0:01) | epic |
Thorny | Enchanted with Thorns I/II | Health below 50% of max | Thorns set to level XIV/XV/XVI/XVII
Has no effect if the armor does not have the Thorns enchantment |
common |
Berserkers | -1-3 Armor | Health below 50% of max | +1-4 Attack Damage | common |
Rejuvenating |
-5-20% Movement Speed | Health below 50% of max | Regenerate half a heart, cooldown of
2.4/3.2/4.0/4.8 seconds |
common |
Soothing | Health below 50% of max | Instant Health I/II/II within 1.75/2.25/3 blocks respectively
Players receive one level lower instead Players within 3 blocks gain Regeneration II (0:04) Can only occur once per Minecraft day |
rare | |
Dashing | -5-20% Movement Speed | Health above 50% of max | Speed & Hunger ramping from level I to V every 5 seconds
as long as the wearer keeps sprinting Every additional Dashing piece reduces the time between steps by 50% |
common |
Poised | Health above 50% of max | +10-25% Attack Speed | common | |
Solid | -5-20% Movement Speed | Health above 50% of max | +1-3 Armor
+1 Knockback Resist |
common |
Vigorous | Health above 50% of max | Mining Fatigue /Poison /Wither immunity
Hunger /Blindness /Nausea /Weakness immunity |
rare | |
Custodians | Health above 50% of max | Players except the wearer within 12 blocks have Resistance II
Any damage reduced by this effect (up to 4 per player per 0.8 seconds) is dealt to the wearer, ignoring armor and resistances |
epic | |
Vampiric |
-1-3 Armor | After killing an entity | Regenerate half a heart. Can only happen once every 0.8 seconds
Additional Vampiric pieces stack the effect |
common |
Reckless | -1-3 Armor | After killing an entity | +10-25% Attack Speed (0:04)
+5-20% Movement Speed (0:04) |
common |
Chilling | -10-25% Attack Speed | After killing an entity | Freeze mobs within 8 blocks for 1-2 seconds.
Level II effect also applies Wither IV over duration |
common |
Devouring | +0.01-0.03 Attack Damage | After killing an entity | Permanently increase this pieces Passive Effect by 0.01-0.03, up
to 3-6 Attack Damage. Can only happen once every 0.8 seconds |
rare |
Satiated[2] | +3-6 Attack Damage | rare | ||
Retaliatory | Taken damage within 2.4 seconds | +1-4 Attack Damage
+10-25% Attack Speed |
common | |
Guarding | -5-20% Movement Speed
+1 Knockback Resist |
Taken damage within 2.4 seconds | +1-3 Armor | common |
Stalling |
On taking damage | Resistance I/II/III (0:02) to all entities within 2 blocks |
common | |
Reactive | -1-3 Armor | On taking damage | Absorption I/II/III (0:03), additional Reactive pieces stack the effects level
Effect does not trigger when taking damage to yellow Absorption hearts |
rare |
Vorpal | +1 Knockback Resist | On taking damage | Teleport to a random location within 16 blocks | epic |
Expelling | On taking damage | Clear all effects and store them in a lingering potion that is dropped at
the wearers feet, has a cooldown of 1 minute per Expelling piece |
epic | |
Lunar | Night-time | Depending on the moon phase add 0/1/2.5/5/10% to
Attack Damage, Attack Speed, Movement Speed and Armor Full moon grants the highest level of effect, new moon the lowest |
common | |
Gloomy | -5-20% Movement Speed | Night-time | Slowness I/II/III (0:02) to entities except the wearer within 6 blocks | common |
Nocturnal | Night-time | +1-4 Attack Damage
+5-20% Movement Speed |
common | |
Umbral | -1-3 Armor | Night-time | Resistance IV as long as the wearer has hunger haunches
Taking damage applies Hunger C (0:01) |
rare |
Canine | -1-4 Attack Damage | Equipped | Spawn an invulnerable wolf that deals 4 damage to aid the wearer.
Commanding the wolf to sit will cause it to lose aggro Feeding the wolf will grant it strength for 60 seconds Additional Canine pieces will spawn more wolves if the wolf is named it will drop its nametag on despawning |
common |
Bolstering | -3/6 Attack Damage | Equipped | Strength I/II (0:02) to players except the wearer within 5 blocks | common |
Radiant |
Equipped | A constant light will follow the wearer
Crouching will grant the Glowing effect and will pulse a light at the wearer |
common | |
Merchants | Equipped | Spawn a Wandering Trader if it is daytime, this effect can only occur
once per minecraft day |
rare | |
Challengers | Enchanted with Curse of Vanishing | Equipped | Raise the wearers difficulty score by 1, this can exceed the normal cap
of 10. Additional Challengers pieces stack the effect |
epic |
Advancements
Advancement | Requirement |
---|---|
Hidden Power Identify a weapon or piece of armor looted from a mob |
Identify a weapon or piece of Unidentified armor |
True Survivor Stay alive for 10 days in a row |
Survive for over 9 full minecraft days (3 hours) |
Full Potential Wear a full set of identified armor and a weapon to go with it |
Wear an Identified armor piece in each slot and hold
an Identified weapon in your mainhand (the armor does not have to be active) |
Give Me More! When tough is not good enough |
Wear a piece of Challenger armor |
Sentinel Give your life defending your allies |
Die from self-damage from the Custodians armor |
Technical Details
Difficulty Calculation
Each player has their own Difficulty Score, based on the Minecraft days they have spent in the world in total (Dt) and the Minecraft days they have spent since their last death (Da). Both of these values are capped at 10.
The formula for the Difficulty Score depends on the world difficulty.
Easyː ROUND((Dt*Ds-4)/14)
, Difficulty Score is capped at 7
Normalː ROUND((Dt*Ds-2)/13)
, Difficulty Score is capped at 8
Hardː ROUND((Dt*Ds)/10)
, Difficulty Score is capped at 10
Mob Changes
Mobs can be given bonus points to some of their stats, these points are then randomized between 0 and their current value based on normal distribution and stat buffs are applied:
- Max Health: each point corresponds with +2 health, capped at +30
- Attack Damage: each point corresponds with +0.5 damage, capped at +7
- Movement Speed: each point corresponds with +2% speed, capped at +30%
- Armor: each point corresponds with +1 armor, capped at +7
- Armor Toughness: each point corresponds with +5 toughness, capped at +35
Mobs will use the Difficulty Score of the nearest player upon spawning.
General Mob Modifiers | |||||
---|---|---|---|---|---|
Mob | Effects | Stat Points per
Difficulty Score |
Effects at
Difficulty >=4 |
Effects at
Difficulty >=8 |
Effects at
Difficulty >=11[3] |
Zombie/Husk/Drowned | +1 Max Health
+1 Attack Damage +1 Movement Speed |
+1 Armor
+1 Armor Toughness Can spawn with Axes |
+2 Attack Damage
+1 Movement Speed +2 Armor |
Spawn a second Zombie/Husk/Drowned
Double drop rate of worn gear | |
Skeleton/Stray | +1 Max Health | +1 Armor Toughness | 15% chance for harming tipped arrow | Enchanted with a random level of power
Double drop rate of worn gear | |
Spider/Cave Spider | +1 Max Health
+1 Attack Damage +1 Movement Speed |
+2 Movement Speed | +6 Movement Speed | ||
Creeper | +1 Movement Speed | +1 Max Health per Difficulty Score above 3 | +4 Armor | ||
Magma Cube/Slime | +1 Max Health | +5% chance to grow to size 4 | +10% chance to grow to size 4
+5% chance to grow to size 5 | ||
Enderman | If in The End:
+4 Max Health +4 Attack Damage +4 Movement Speed |
+2 Max Health
+2 Attack Damage +2 Movement Speed |
+2 Armor | +5 Attack Damage | +3 Armor
+8 Movement Speed |
Phantom | -50% Max Health if difficulty score <4 | +2 Attack Damage
5% chance to grow 2 sizes |
Spawns in swarms of 4, of which 2 grow one size | ||
Wither Skeleton | +1 Max Health
+1 Attack Damage +1 Movement Speed |
5% chance to spawn with bow and wither tipped arrows | +3 Attack Damage | +5 Max Health
+3 Attack Damage +2 Movement Speed | |
Piglin/Zombified Piglin | +1 Max Health
+1 Attack Damage +1 Movement Speed |
+4 Max Health | +2 Max Health
+5 Attack Damage +5 Armor +1 Armor Toughness | ||
Ghast | Does not gain any Stat Points | +5% chance to spawn another Ghast | +10% chance to spawn another Ghast | spawn another Ghast
the chance to spawn another still applies | |
Blaze | -75% Attack Damage if difficulty score <4
This only affects the melee attack |
+1 Armor | +5 Armor | +4 Attack Damage
+2 Armor Toughness | |
Other | +1 Max Health
+1 Attack Damage +1 Movement Speed |
+2 Armor | +2 Armor | +3 Armor |
Biome Specific Mob Modifiers | |||||||||
---|---|---|---|---|---|---|---|---|---|
Biomes | Effects on
any mob |
Effects on
Zombies/Husks/Drowned |
Effects on
Skeletons/Stray |
Effects on
Spiders/Cave Spiders |
Effects on
Creepers |
Effects on Slimes |
Effects on
Endermen | ||
Dark | +3 Max Health
+3 Attack Damage +3 Movement Speed |
+1 Armor Toughness
+25% chance to spawn reinforcements 15% chance to spawn with an Unidentified Pickaxe |
+2 Movement Speed | Spider: 5% chance on Invisibility | +1 Blast Radius | ||||
|
+3 Movement Speed | 50% chance of fire aspect enchantment
Husk:
|
40% chance of Flame enchantment | 50% chance of Fire Resistance | 25% shorter fuse (22 seconds) | ||||
|
+1 Armor Toughness | Drowned: +4 Attack Damage | |||||||
|
-25% Max Health
Drops a burnable 'spore' on death that respawns the mob after 8 seconds, respawned mobs only rarely drop another spore |
Lush Caves: 50% chance to be
replaced with 4 silverfish |
15% chance to be invisible until lit
25% longer fuse (37 seconds) |
15% chance to increase in size, twice | 50% chance to be replaced with a slime | ||||
|
80% chance of projectile protection enchantment | -25% Max Health
-15% Attack Damage Spawns in groups of 4 |
Spawns with melee
weapons |
Spawns another (cave) spider
50% chance to spawn a third |
Grow 2 sizes
Spawn 3 slimes one size smaller |
||||
|
+2 Attack Damage | +2 Armor
+2 Attack Knockback 40% chance of Knockback enchantment -100% chance to spawn reinforcements |
30% chance of Punch enchantment | Jump Boost II | |||||
|
50% chance of depth strider enchantment | 40% chance to spawn with a Trident | |||||||
|
+4 Max Health
|
Attacks apply:
|
Stray: slowness III arrows | ||||||
|
-25% Attack Damage | Attacks apply:
|
Poison II (0:05) and
Weakness (0:05) arrows |
Spider: spawns 3 cave spiders
Cave Spider: attacks apply poison II and hunger instead of poison |
Blindness
Weakness Nausea |
Applies Poison on landing,
effect radius depends on size |
Learn More and Download
History
Version | Date | Change |
---|---|---|
1.19 | 22 Aug 2022 | Released Combat Expanded |
Notes
- ↑ Mobs are considered to have spawned in the "Dark" if they spawn at light level 0, except if they spawned in Lush Caves.
- ↑ Obtained by fully charging a Devouring armor piece
- ↑ Difficulties above 10 can only be reached by players wearing Challenger armor, which provides one additional Difficulty Score per piece worn.